*First, cleric is the absolute most OP class in game. Its healing is freaking boss. I believe the heal needs nerfed if anything. I agree with the census that crusader is a joke. Right now its points 1/2/2 is alright, but still isn't worth it. But I have some ideas.
Right now using a 2h with cleric is absolutely terrible. There is nothing in the class skills to cause ANY benefit to using 2h. How I see it, +5 dmg is really 5/attack speed. 2h weapons are the slowest in the game, this with all the +dmg etc, they will not benefit as much. Warriors have increased strength contribution. Warriors get +10% stun and strength bonus. +dmg vs undead is useless against a over 70% of the game.
My revised Crusader:
2/4/6% chance to stun, +1/3/5 dmg to undead, 1.5/2/2.5 strength multiplier to 2h, 1/2/3 skill points.
This makes spending 3 points rather viable for 1h, but spending 6 best for 2h build. You may think giving them increase 2h would be OP, but clerics cannot multi-target with their melee attacks like warriors, so I see it as not being close to as strong as a warriors.
*Next skill: Holy shield
This skill is a "shield" so it makes sense when you think about it.
Gain +2/4/6/8 melee AND ranged armor, with +20/35/50/65 resistance to death, for 12 seconds. CD, points, cost stay the same 15, 1/2/2/2, 4/5/6/6 respectively.
The fact that only shields in the game increase ranged defense (which I don't agree with) this should as well.
*Third point. I honestly see this as a no brainer. First, why do we have holy resistance? Then why is a HOLY cleric doing fire damage? A good way to change cleric to be the Undead bane, make the skills do Holy damage not fire. Rework holy damage in general. Holy should do normal damage to most mobs (some resistances), heal holy things, and 1.5-2x damage against undead.
*Fourth thing. Change retributions 1/2 mana recovery per kill thing. Its truly unnecessary and feels like a filler skill thrown in.
New Retribution idea: Deals 5/10/15% of missing health as Holy damage to all enemies around you. Points 1/2/3, Mana cost 10/20/30, CD of 30 seconds.
Encourages more points spent on Endurance as well as timing, health, and mana consideration.
*Fifth change. Heavy hand, why does it have the same increase for 2h as it does 1h. A simple damage change will work. +1/3/5 for 1h, +2/4/7 for 2h. This doesn't give MASSIVE increase to 2h at all, its a 40% increase for 2h at 6 points, which considering you lose attack speed and typically crit chance with 2h, it levels some of that difference.